Tarkor
A narrative RPG where the world moves on even when you stop.
A text-based role-playing game with a local AI as game master, in a pocket world where factions, wildlife and your kingdom live on their own. You write what you do, the engine resolves it with visible dice rolls and a narrator tells the story.
You write what your character does, as at a tabletop game. The engine decides what happens with visible dice rolls and a narrator built on local language models tells it. Meanwhile the world goes on: factions trade, hunt and wage war, rumours travel from region to region, characters remember what you did to them and your kingdom grows generation after generation.
You play Gorhorn, the last survivor of the Maktor Clan, in Berig: a continent with no humans and fewer than ten thousand souls, where every death leaves a scar. Underneath runs a simulation with deterministic, testable rules; on top, an AI that only narrates what has already happened. Everything is recorded in a Book of Events with its cause, and from it come rumours, legends and consequences that arrive days later.
Today Tarkor is in alpha: the Red Wind Plains are the playable region and milestone 0.3 “Deep kingdom” is in a play-testing round. The rest of Berig will arrive region by region, and the beta will bring the public installer for Windows and Linux, with the Steam Deck as the performance target.
- A world that lives on its own: 9 factions with population, economy, expeditions, caravans and armies. They decide based on their own state, never on timers.
- Everything leaves a trace: Every event is recorded with its cause. From it come rumours that travel between regions, legends and consequences that arrive days later: revenge, refugees, successions.
- Characters who remember: NPCs keep memories of what you did to them and approve of you or not according to their people’s values. An enemy who survives may come back changed.
- A kingdom over generations: Named subjects who pair up, have children and leave a lineage. Livestock, food from labour, defence against bandits and wars settled by tribute or counter-attack.
- The engine decides, the AI narrates: Dice, damage, experience and economy are deterministic, testable rules. The narrator only tells what has already happened, and the system cuts anything it makes up.
- Real tabletop rules: A visible d20 with opposed rolls, 9 classes with 31 specialisations, group combat with individual initiative (up to 4 per side), hunting, skinning and 12 trades.
- Exploration with fog of war: A tile-based zone map where what you have not discovered yet shows up as “???”. Day and night wildlife, four seasons and magnetic sandstorms.
- Private by design: No accounts, no telemetry and no connection while playing: all the AI runs on your machine.
- Galivelop-workflow: If it isn’t pushed, it doesn’t exist: the way we work with AI, packaged for any project.
- toVeriAI: Truth isn’t binary: a score that explains how far you can trust a news story.
- Tarkor: A narrative RPG where the world moves on even when you stop.